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Kattua Hulili

8 Level (0/48000 XP for level-up) Paramaul - Dressed to the Nines Background Satyr (Hellish) Race / Species / Heritage Neutral Good Alignment
Fiend Warlock
Level 7
Hit Dice: 5/7
1d8+4 Class 1
Nature Cleric
Level 1
Hit Dice: 1/1
1d8+4 Class 3

STR
12
+1
DEX
20
+5
CON
18
+4
INT
16
+3
WIS
6
-2
CHA
22
+6
75
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
50
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
CHA Ability
+6 Abi Mod
17 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+5 Dexterity
+4 Constitution
+3 Intelligence
-2 Wisdom
+9 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+4 Athletics STR
+9 Deception CHA
+3 History INT
-2 Insight WIS
+9 Intimidation CHA
+3 Investigation INT
skills
-2 Medicine WIS
+6 Nature INT
-2 Perception WIS
+9 Performance CHA
+12 Persuasion CHA
+6 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Feats/ASIs

Revenant Blade
haha two side sword go brr
Level 4: +2 DEX
Gambler from Valda's (Always under effect of cheat, free reroll!)


Invocations

Improved Pact Weapon
Beguiling Influence
Thirsting Blade
Eldritch Smite


Fiend

Dark One's Blessing
You manifest an aspect of your patron's burning power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
-You gain resistance to fire damage as well as become immune to the burning condition.
-The movement that you walk becomes a small track of flames that remains until the start of your next turn. A creature wanting to go through the flames must either take 1d4 fire damage or spend triple their movement to jump over the line.
(This ability's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)).
-Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Dexterity saving throw, and if the saving throw fails, the target is burning until the end of your next turn.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of the Dark One’s Blessing reflects some aspect of your patron. For example, your form might have blackened wings, impressive horns, or something more simple as your eyes turning black.


Boons

i'm a hero


Satyr - Hellish

Hell Born
You have resistance to fire damage, and you have advantage on saving throws against spells.

Reveler
You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Fused Spirit
Look to the Legacies of Tieflings and select one for yourself, you gain the cantrip and spell for attaining 5th level when you have achieved that level. Both work as described within the legacy description for the subtype of Tiefling. Chose Devil's Tongue.
Nature Cleric - Can speak to animals, also got druidcraft and animal handling

Features & Traits
Double bladed scythe (can become kunai with chain, 20/30 range)
Arcane focus (orb)
scholar's pack
Leather armor
sickle
cool cup (it has flames on it, very rad)
The Darkness of Nature (stick with a rock tied to it)(quarterstaff)
Itia holy symbol
Itia symbol has flowers that sprout from the sides when Kattua looks at it.
Bracelet with emblem from the choker that did time travel (emblem is wave, shield, and a clock)
6 rations
Studded Leather
Weaver's Tools
A coin with Azol grinning on one side and frowning on the other
Suit(Accented with red, rose motif over heart.)
Catto
Blue Eyes Flaming Dragon: Lizardgon card
Contract with Zai
sweemsuit
bedroll
Flask from Reilly
Thieves' Tools
Cello (It's body the colour of a deep ebony. Along the body appear white engravings of the symbols of both Itia and Dishonour, engraved in such a way that they intertwine with each other as vines wrap along the edges of the body. At the bottom lies a coin, Azol's smiling face looking up from it at the two symbols.)
Title Token
Dice from Azol!
Debil skull
Golden d6 with a caricature of Azol's face replacing the 6 face - Spell Focus
Genie Lamp
Bejeweled Key
3 prolonged greater healing pots, 100% first, 75% next etc.

Magic Items
Hellish Sash
Wondrous - Major Uncommon - Exclusive Attunement (Fiend Pact) - Belt

This sash is a deep pink that glimmers with what almost appears like hot coals from behind the fabric without producing any heat. As well once tied the ends of the sash appear to be moving in slow and mesmerizing flames.

Dark One’s Shield. From the ability from Azol you begin to shape with the aid of this sash in order to help others rather than burn a path in battle. As a reaction you can expend a use of Dark One’s Blessing to defend an ally as they are getting hit within 30 feet of you. The shield takes the amount that your Dark One’s Blessing would deal plus your Charisma modifier for the attack this defends. The target that has this shield on them reflects the fire damage for any attacks that hit them until the start of your next turn.
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Blades of Disrupted Harmony
Double Bladed ‘Scimitar’ - Weapon - Divine - Cursed - Growth

On one half of the scythes the handle is made of wood, with depictions of foxes and symbolism of Itia upon it. The handle resembles a white fox tail, sharpened into a point at its tip. On the other half the handle is black with red glowing runes running across it. The blade is an opaque red and the symbol of Dishonour appears glowing bright red on this half when called upon. They can be pulled apart to reveal a chain connecting them. The chain is a gradient from a wood material to ebony links.

The Touch of the Gods. The power from the deities that are within this weapon bring an extra burst to each of your strikes. When you wield this weapon you pick either Radiant or Necrotic in which to add 1d4 of that instance of damage for each attack.

Nature’s Touch. This weapon is first and foremost that of Itia and such gives a close touch to the nature that is around you. When you are taking a short rest with your party you can take your time to commune with this weapon and bring for the Fox Spirit that is tied within it. Each party member that gives headpats or nose boops to the Fox is given a free reroll of any one d20 roll they make until it is either used or goes away at the start of a long rest.

The New Ideas Sown. For unknown reasons Dishonor has taken root within this weapon and gives those that wield it a new understanding of the power that they wield. This weapon embeds new information to those that open themselves to it, thus after a long rest you gain proficiency in any one tool. This last until the next long rest where you pick which tool proficiency you might want which can be the same one as before.
---------------------------------------------------------------------
Battle Tux - Chest

Your AC equals 13 + your Dexterity modifier.
---------------------------------------------------------------------
Thread Between Worlds
Cloak (Back) - Epic - Attunement: Back Slot

After attuning to you the cloak has taken on a new appearance than what it appeared as on display. What once was a regal red has turned to a menacing black with small green vines weaving through the cloak, every so often sprouting a leaf embroidered into the soft cloth. The once soft fluff at the bottom is corrupted with an outside force as it transitions from yellow on top to orange and then red.


+2 Charisma that can go beyond Stat Cap

A Change of Heart. Locked Much of the time when confronted with a person with different ideals the choice is made in a way to simply remove the person. It is with those whose hearts are much larger that they choose to find out why someone might act the way they have and help them become better. To unlock this ability you must help an enemy/non-ally to see beyond their issues and become a better being. [0/3 Accomplished]

The Edge. Locked Sometimes it has to be about the flair of how someone displays their strength. For you it is simply a normal day, but now you must ascend to the edge that you need to become. To unlock this ability you must critically succeed on attack or skill checks while adventuring in meaningful ways. Depending on the situation you may get more than one point for a particularly edgy (and epic) scene. [3/20 Accomplished]

Duality. Locked We are not defined by the simple words that they speak but by the actions that they take. You are a person who defies the old boundaries that have existed, to bring together those that have not been allies either ever or have remained silent for much too long. Though this can pull a person in many conflicting directions as each entity has their own desires but in the end you remain strong in the presence of gods, patrons, and even your parents. To unlock this ability you must make the choice between different entities that you make the one you believe is right rather than the easy choice others might crumble to. [0/2 Accomplished]

To Be a Hero. Locked A hero isn’t someone that is simply born into the world to have the problems of the world thrust upon them to solve. But rather to find themselves in a world that is unforgiving and to come out of it still wanting to help those that are in need even if it puts them in danger. To unlock this ability you must risk your life to help those that cannot help themselves. [1/5 Accomplished]

 

Equipment Copper: 1, Silver: 8, Electrum: 0, Gold: 76, Platinum: 0 Money
Cantrips:
Thaumaturgy
Eldritch Orb
Prestidigitation
Vicious Mockery
Mending
Guidance
Resistance
Druidcraft

Level 1:
Command
Protection from Good

Level 2:
Misty Step
Mirror Image
Enthrall

Level 3:
Summon Devil Fren
After Image
Curse of Blades

Level 4:
Banishment

Can prepare 7 cleric spells, also Animal Friendship and Goodberry are always prepped
Spellcasting
Armor: light armor
Weapons: simple weapons, double bladed scimitar
Tools: weaver's tools, cello
Saving Throws: Strength, Charisma
Skills: Deception, Intimidation, Perception, Performance, Persuasion, Religion, Stealth
Languages: Common, Celestial, Abyssal, Infernal

Languages & Proficiencies
edge

Personality Traits
darkness

Ideals
the devil and snake

Bonds
none

Flaws
the coolest

talk to dad about new scythes
check out theatre

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Created by

Kilayna.

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